Tuesday, August 21, 2018

MusicStats.org was launched in October 2016. We aim to develop and share insightful marketing studies and discuss interesting topics also involving marketing, behavior and technology.

Currently, these are the main studies that will be addressed at MusicStats.org:

Artificial Intelligence

At MusicStats.org we have a particular interest in exponential technologies due to their incredible speed of development and constant influence in societal changes. Artificial intelligence, for example, is expected by many to be the most impacting revolution to come. To brilliant minds such as Bill Gates and Stephen Hawking it may even represent a threat to humankind.

At MusicStats.org we do not aim at developing AI technologies or music from AI. Our main focus is on listeners’ perceptions towards AI produced music, its impact in society and in the value of art.

Consumer Behavior

In face of ever changing  micro and macro environments, individuals behaviors and perceptions are permanently being modified. And their consumption patterns also follow such changes as consequence. However, despite societal changes, peoples’ passion and involvement with music and the emotional impact caused by music seems intact across cultures.

At MusicStats.org we aim to investigate the consumption patterns, perceptions and behaviors of listeners. This includes their behaviors towards consumption of tangible and intangible products, concert experiences, music in the context of retail and advertising, among many other contexts.

Virtual Reality

Virtual Reality (VR) represents one of the most fascinating technologies that are quickly becoming highly accessible to users worldwide. With its incredible capacity to immerse users on a new virtual experience of telepresence, VR will change also the music industry. Fans will be able to watch live concerts of their favorite bands, “follow” them on tours, backstage and experience concerts and festivals from many different positions and locations during events.

At MusicStats.org we wish also investigate how individuals from various demographic groups and technology involvement levels are impacted by this amazing new immersive virtual reality and how the industry adapts to it.